I have some figures on sentiment effects. Tests were carried out in a city of 410 people living in small tents, and played at Hard difficulty. It is possible that a larger city may see different numbers, or that different difficulty settings may have effects not observed here. I'm still playing around - for now just take into account that these figures may not apply to every city.
Sentiment is represented in the game as a number between 0 (angriest) and 100 (happiest). Each dwelling in the city has its own sentiment level, which is reviewed every two weeks. The Chief Advisor reports the average sentiment level in all houses across the city, applying descriptions rather than revealing the actual numbers.
In a new city, sentiment is always 60, representing the lower end of 'pleased'. Once your city has a population the twice-monthly calculations commence, initially influenced only by the difficulty level. In a city with less than 200 population the levels are:
Once 300 is reached, the sentiment of every house is calculated twice a month according to the aggregate effect of various influences, which may be positive or negative. The following are the main ones in a tent city -
Taxation
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Unlike Pharoah, tax coverage does not seem to figure in the tax/sentiment model. These figures were obtained without even placing a forum.
Wages
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My tests bear out that there is no benefit to paying higher than Rome + 8. However, there does not appear to be any limit at the other end of the scale (though I didn't test where Rome had increased it's wages so my worst was Rome - 30)
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Festivals
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Festivals bring an immediate boost to your people's happiness in accordance with the following table:
Venus effect
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The blessing of Venus carries a whopping 25-point boost. It always occurs at month roll-over, but unfortunately after the sentiment review has taken place. While you'll see crime bars on houses reduce/disappear immediately it will be 2 weeks before the Chief Advisor tells you the good news.
The wrath of Venus is swift and terrible. Her minor curse instantly reduces all houses to 45 sentiment points (annoyed), with a minimum reduction of 6 points (meaning that those that were at or below 50 will fall below 45). If that's not enough, she'll reduce your health too. Her major blessing is even worse - all houses reduced to maximum 30 points (upset) with a minimum 10 point reduction (and a health penalty the equivalent of a contaminated water event)
Other effects
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All the above effects apply city-wide. I am still exploring the mechanism by which sentiment in one housing sector moves a a different rate from (or in a different direction to) that in another, eg the differentiation between houses that have food and those that do not.
Sentiment is represented in the game as a number between 0 (angriest) and 100 (happiest). Each dwelling in the city has its own sentiment level, which is reviewed every two weeks. The Chief Advisor reports the average sentiment level in all houses across the city, applying descriptions rather than revealing the actual numbers.
In a new city, sentiment is always 60, representing the lower end of 'pleased'. Once your city has a population the twice-monthly calculations commence, initially influenced only by the difficulty level. In a city with less than 200 population the levels are:
On the first review after reaching 200 population all levels are downgraded by 10 points (this is what leads to people being annoyed on Very Hard) and the Chief Advidor's descriptions are adjusted accordingly. Only when your city reaches 300 population is sentiment free to rise or fall according to conditions. Until then, nothing you do affects mood and it is a waste of time throwing a festival.
Difficulty Points People are...
Very Hard 50 Indifferent
Hard 60 Pleased
Normal 70 Very Pleased
Easy 80 Extremely pleased
Very easy 90 Love
Once 300 is reached, the sentiment of every house is calculated twice a month according to the aggregate effect of various influences, which may be positive or negative. The following are the main ones in a tent city -
Taxation
--------
Unlike Pharoah, tax coverage does not seem to figure in the tax/sentiment model. These figures were obtained without even placing a forum.
Thus it appears pointless to charge, for example, 12% since 14% is apparently no worse.
Tax rate Effect
0% +3
1%-4% +2
5%-6% +1
7%-8% Neutral
9% -1
10%-11% -2
12%-14% -3
15%-18% -5
19%-25% -6
Wages
-----
My tests bear out that there is no benefit to paying higher than Rome + 8. However, there does not appear to be any limit at the other end of the scale (though I didn't test where Rome had increased it's wages so my worst was Rome - 30)
Unemployment
Difference to
Rome rate Effect
+8 or more +4
+5 to +7 +3
+2 to +4 +2
+1 +1
0 Neutral
-1 to -3 -1
-4 to -5 -2
-6 to -7 -3
Therafter = difference/2 truncated
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No worse than -3 is encountered - even at 100%.
Rate Effect
0%-4% +1
5%-10% Neutral
11%-17% -1
18%-25% -2
over 26% -3
Festivals
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Festivals bring an immediate boost to your people's happiness in accordance with the following table:
Time since last festival
>12 months < 12 months
Small Festival 7 points 3 points
Large Festival 9 points 4 points
Grand festival 12 points 5 points
Venus effect
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The blessing of Venus carries a whopping 25-point boost. It always occurs at month roll-over, but unfortunately after the sentiment review has taken place. While you'll see crime bars on houses reduce/disappear immediately it will be 2 weeks before the Chief Advisor tells you the good news.
The wrath of Venus is swift and terrible. Her minor curse instantly reduces all houses to 45 sentiment points (annoyed), with a minimum reduction of 6 points (meaning that those that were at or below 50 will fall below 45). If that's not enough, she'll reduce your health too. Her major blessing is even worse - all houses reduced to maximum 30 points (upset) with a minimum 10 point reduction (and a health penalty the equivalent of a contaminated water event)
Other effects
-------------
All the above effects apply city-wide. I am still exploring the mechanism by which sentiment in one housing sector moves a a different rate from (or in a different direction to) that in another, eg the differentiation between houses that have food and those that do not.
[This message has been edited by Trium3 (edited 10-13-2013 @ 03:27 PM).]